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    [1.6.4]Crash Landing [Hardcore, HQM] version 1.1.x BETA STABLE

    Tofu? Disabled??? *twitch*
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    [1.7.10] Flux Galaxy - A Space-Based MagiTech Modpack

    I think I'm just going to change it to use EnderIO vibrant alloy instead of the Thaumcraft void ingots.
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    [1.7.10] Flux Galaxy - A Space-Based MagiTech Modpack

    Money! EDIT: Speaking of Thaumcraft, I'm assuming there is an Extra Utilities recipe that uses something from Thaumcraft? After removing TC4, I get this error message every time I start the game: [21:24:05] [Client thread/INFO]: [CHAT] ERROR: ExtraUtilities.zs:42: Could not resolve <Thaumcraft...
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    [1.7.10] Flux Galaxy - A Space-Based MagiTech Modpack

    Any chance you could make the recipe not rely on Thaumcraft? I'm sure there's some equally difficult to obtain things from the great list of tech mods that could be substituted.
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    What cool little thing have you discovered today?

    Villages FTW. I'm far more inclined to just roam around like a nomad with a bed until I find my first village. Pick berries and kill random animals for food, harvest any sugarcane you find, and then just go. Once I find a village, it's usually trivial to find a villager that you can get an...
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    [1.7.10] Flux Galaxy - A Space-Based MagiTech Modpack

    HALVED??? Wow, I thought the worldgen was already rather spammy as-is. I can't imagine twice as many flowers. You wouldn't even have any grass left!
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    [1.7.10] Flux Galaxy - A Space-Based MagiTech Modpack

    I may try to turn it back on for a later world without the particle effects. Botania looks really interesting.
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    [1.7.10] Flux Galaxy - A Space-Based MagiTech Modpack

    The magic mods seem to be what does it for me. I've had lag issues with both Ars Magica and Thaumcraft for awhile now, and all those super fancy particle effects for the Botania flowers did not help. Tech mods (other than GregTech) are usually fine for me, as long as I don't do something really...
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    [1.7.10] Flux Galaxy - A Space-Based MagiTech Modpack

    I made a new world to see if this would actually help my lag (I have a laptop that's not particularly powerful/no dedicated graphics card). I added Fastcraft and Optifine (which I had in my previous world), removed Deadly World, Thaumcraft, and Botania. Seriously, it's like I'm playing a...
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    [1.7.10] Flux Galaxy - A Space-Based MagiTech Modpack

    I read in earlier comments that Deadly World was ok to remove without breaking progression. What about Botania and Thaumcraft? Can they be removed or are they needed to progress?
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    What cool little thing have you discovered today?

    Gunpowder can be used in the Tinkers Steelworks high oven in making steel. I'm playing Flux Galaxy right now and the modified recipes require a lot of steel. Which I'm happy about, because it finally gave me an excuse to build the high oven and also gave me something to do with all that sulfur...
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    Crash Landing, help, venting and discussion!

    MFR portaspawner FTW.
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    Modders that have left

    KL is pseudo-gone at least. He said on Reddit he had to pull back due to working on his PhD, and also commented about a month ago something that seemed to indicate he and some others might be working on a new game idea. Hopefully he's not gone for good; he makes good stuff.
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    Modders that have left

    Eloraam has been gone for years.
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    [1.6.4]Crash Landing [Hardcore, HQM] version 1.1.x BETA STABLE

    1.8 runs on Java8 just fine, but I don't know about 1.7 since I never played it.
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    [1.6.4]Crash Landing [Hardcore, HQM] version 1.1.x BETA STABLE

    Is there a way we can vote this down? Unlike? Dislike?
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    [1.6.4]Crash Landing [Hardcore, HQM] version 1.1.x BETA STABLE

    Assuming you're using VSWE's design (or something close), it creates a lot of entities on the ground because each block gate is dropping a new block on the ground every tick.
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    [1.6.4]Crash Landing [Hardcore, HQM] version 1.1.x BETA STABLE

    Worked perfectly. Thanks! I'll keep this in mind if I have issues in the future. Thanks!